Updated indentations and whitespace usage as well as .import & .tscn files

the changes are made according to the official GDScript style guide
(http://docs.godotengine.org/en/latest/learning/scripting/gdscript/gdscript_styleguide.html).
The changes in the .tscn and .import files were done automatically by
Godot after opening the project with the latest master version.
This commit is contained in:
Michele Valente
2017-10-07 15:08:34 +02:00
parent 5326331666
commit bba9227d33
26 changed files with 248 additions and 196 deletions

View File

@@ -1,12 +1,14 @@
extends Spatial
func _ready():
# Get the viewport and clear it
var viewport = get_node("Viewport")
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the vieport's is captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
# Retrieve the texture and set it to the viewport quad
get_node("Viewport_quad").material_override.albedo_texture = viewport.get_texture()
# Get the viewport and clear it
var viewport = get_node("Viewport")
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the vieport's is captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
# Retrieve the texture and set it to the viewport quad
get_node("Viewport_quad").material_override.albedo_texture = viewport.get_texture()

View File

@@ -23,11 +23,13 @@ func e():
[sub_resource type="SpatialMaterial" id=3]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_on_top = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
@@ -55,6 +57,7 @@ anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
@@ -65,10 +68,13 @@ uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
proximity_fade_distance = 1.0
distance_fade_enable = false
script = SubResource( 2 )
_sections_unfolded = [ "Roughness" ]
[sub_resource type="ProceduralSky" id=9]
[sub_resource type="ProceduralSky" id=4]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
@@ -88,7 +94,7 @@ sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[sub_resource type="GDScript" id=10]
[sub_resource type="GDScript" id=5]
script/source = "tool
extends Object
@@ -96,11 +102,11 @@ func e():
return .4
"
[sub_resource type="Environment" id=11]
[sub_resource type="Environment" id=6]
background_mode = 2
background_sky = SubResource( 9 )
background_sky_scale = 1.0
background_sky = SubResource( 4 )
background_sky_custom_fov = 0.0
background_color = Color( 0.445312, 0.445312, 0.445312, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
@@ -172,23 +178,25 @@ adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0
script = SubResource( 10 )
script = SubResource( 5 )
_sections_unfolded = [ "Ambient Light", "Background" ]
[sub_resource type="CubeMesh" id=5]
[sub_resource type="CubeMesh" id=7]
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=6]
[sub_resource type="SpatialMaterial" id=8]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_on_top = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
@@ -216,6 +224,7 @@ anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
@@ -226,9 +235,12 @@ uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Albedo" ]
[sub_resource type="GDScript" id=7]
[sub_resource type="GDScript" id=9]
script/source = "tool
extends Object
@@ -236,7 +248,7 @@ func e():
return 1
"
[sub_resource type="GDScript" id=8]
[sub_resource type="GDScript" id=10]
script/source = "tool
extends Object
@@ -244,7 +256,7 @@ func e():
return .7
"
[sub_resource type="GDScript" id=18]
[sub_resource type="GDScript" id=11]
script/source = "tool
extends Object
@@ -252,21 +264,23 @@ func e():
return 0.1
"
[sub_resource type="CubeMesh" id=19]
[sub_resource type="CubeMesh" id=12]
size = Vector3( 1.1, 0.8, 0.1 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
script = SubResource( 18 )
script = SubResource( 11 )
[sub_resource type="SpatialMaterial" id=20]
[sub_resource type="SpatialMaterial" id=13]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_on_top = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
@@ -294,6 +308,7 @@ anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
@@ -304,6 +319,9 @@ uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
proximity_fade_distance = 1.0
distance_fade_enable = false
[node name="2D_in_3D" type="Spatial"]
@@ -331,7 +349,6 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
@@ -344,7 +361,7 @@ _sections_unfolded = [ "Geometry", "Transform", "material" ]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource( 11 )
environment = SubResource( 6 )
[node name="Pillar" type="Spatial" parent="."]
@@ -359,16 +376,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 7 )
material/0 = SubResource( 8 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar_top" type="MeshInstance" parent="Pillar"]
@@ -378,16 +394,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 7 )
material/0 = SubResource( 8 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar_middle" type="MeshInstance" parent="Pillar"]
@@ -397,16 +412,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 8 )
material/0 = SubResource( 8 )
script = SubResource( 10 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar2" type="Spatial" parent="."]
@@ -422,16 +436,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 7 )
material/0 = SubResource( 8 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar_top" type="MeshInstance" parent="Pillar2"]
@@ -441,16 +454,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 7 )
material/0 = SubResource( 8 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar_middle" type="MeshInstance" parent="Pillar2"]
@@ -460,16 +472,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 5 )
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
script = SubResource( 8 )
material/0 = SubResource( 8 )
script = SubResource( 10 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Pillar_back" type="MeshInstance" parent="."]
@@ -479,20 +490,19 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 19 )
mesh = SubResource( 12 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
material/0 = SubResource( 8 )
_sections_unfolded = [ "Transform", "material" ]
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.844221, -0.229172, 0.484531, -0.202351, 0.700819, 0.684037, -0.496331, -0.675524, 0.545273, 9.02684, 0, 1.28613 )
transform = Transform( 0.623013, -0.733525, 0.271654, 0.321394, 0.55667, 0.766044, -0.713134, -0.389948, 0.582563, 9.02684, 0, 1.28613 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
@@ -503,7 +513,7 @@ shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_max_distance = 200.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
@@ -511,16 +521,18 @@ directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = true
directional_shadow_normal_bias = 0.2
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0
_sections_unfolded = [ "Directional Shadow" ]
[node name="Viewport_quad" type="MeshInstance" parent="."]
transform = Transform( -2, 8.74228e-08, 0, 7.64274e-15, 4.37114e-08, 1.333, 1.74846e-07, 1, -5.82673e-08, 0, 1.20996, -5.25875 )
layers = 1
material_override = SubResource( 20 )
material_override = SubResource( 13 )
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
@@ -544,12 +556,13 @@ disable_3d = false
usage = 0
debug_draw = 0
render_target_v_flip = true
render_target_clear_on_new_frame = true
render_target_clear_mode = 0
render_target_update_mode = 2
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
gui_snap_controls_to_pixels = true
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -24,7 +24,7 @@ texture_size = 2
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -14,11 +14,11 @@ const PAD_SPEED = 150
func _process(delta):
# Get ball position and pad rectangles
var ball_pos = get_node("ball").get_position()
var left_rect = Rect2(get_node("left").get_position() - pad_size*0.5, pad_size)
var right_rect = Rect2(get_node("right").get_position() - pad_size*0.5, pad_size)
var left_rect = Rect2(get_node("left").get_position() - pad_size * 0.5, pad_size)
var right_rect = Rect2(get_node("right").get_position() - pad_size * 0.5, pad_size)
# Integrate new ball postion
ball_pos += direction*ball_speed*delta
ball_pos += direction * ball_speed * delta
# Flip when touching roof or floor
if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)):
@@ -28,12 +28,12 @@ func _process(delta):
if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
direction.x = -direction.x
ball_speed *= 1.1
direction.y = randf()*2.0 - 1
direction.y = randf() * 2.0 - 1
direction = direction.normalized()
# Check gameover
if (ball_pos.x < 0 or ball_pos.x > screen_size.x):
ball_pos = screen_size*0.5
ball_pos = screen_size * 0.5
ball_speed = INITIAL_BALL_SPEED
direction = Vector2(-1, 0)
@@ -43,19 +43,18 @@ func _process(delta):
var left_pos = get_node("left").get_position()
if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
left_pos.y += -PAD_SPEED*delta
left_pos.y += -PAD_SPEED * delta
if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
left_pos.y += PAD_SPEED*delta
left_pos.y += PAD_SPEED * delta
get_node("left").set_position(left_pos)
# Move right pad
var right_pos = get_node("right").get_position()
if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
right_pos.y += -PAD_SPEED*delta
right_pos.y += -PAD_SPEED * delta
if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
right_pos.y += PAD_SPEED*delta
right_pos.y += PAD_SPEED * delta
get_node("right").set_position(right_pos)

View File

@@ -14,6 +14,10 @@ config/name="2d in 3d"
run/main_scene="res://2D_in_3D.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[input]
left_move_up=[ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -11,25 +11,26 @@ const FRAME_SWITCH_TIME = 0.2
var frame_swtich_timer = 0
func _ready():
viewport = get_node("Viewport")
sprite = get_node("Sprite")
viewport_sprite = get_node("Viewport_Sprite")
viewport = get_node("Viewport")
sprite = get_node("Sprite")
viewport_sprite = get_node("Viewport_Sprite")
# Assign the sprite's texture to the viewport texture
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the screen was captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
viewport_sprite.texture = viewport.get_texture()
# Assign the sprite's texture to the viewport texture
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the screen was captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
viewport_sprite.texture = viewport.get_texture()
set_process(true)
set_process(true)
# Simple frame based animation
func _process(delta):
frame_swtich_timer += delta
if (frame_swtich_timer >= FRAME_SWITCH_TIME):
frame_swtich_timer -= FRAME_SWITCH_TIME
sprite.frame += 1
if (sprite.frame > MAX_FRAME_FOR_SPITE):
sprite.frame = 0
frame_swtich_timer += delta
if (frame_swtich_timer >= FRAME_SWITCH_TIME):
frame_swtich_timer -= FRAME_SWITCH_TIME
sprite.frame += 1
if (sprite.frame > MAX_FRAME_FOR_SPITE):
sprite.frame = 0

View File

@@ -37,12 +37,13 @@ disable_3d = false
usage = 2
debug_draw = 0
render_target_v_flip = false
render_target_clear_on_new_frame = true
render_target_clear_mode = 0
render_target_update_mode = 2
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
gui_snap_controls_to_pixels = true
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2

View File

@@ -25,7 +25,7 @@ _sections_unfolded = [ "Ground" ]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -6,9 +6,9 @@ var model = null
const SPEED = 40
func _ready():
model = get_node("Armature")
set_process(true)
model = get_node("Armature")
set_process(true)
func _process(delta):
model.rotation_deg.y += delta * SPEED
model.rotation_deg.y += delta * SPEED

View File

@@ -14,6 +14,10 @@ config/name="3d in 2d"
run/main_scene="res://3D_in_2D.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -12,11 +12,13 @@ func e():
[sub_resource type="SpatialMaterial" id=2]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_on_top = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
@@ -44,6 +46,7 @@ anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
@@ -54,6 +57,9 @@ uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
proximity_fade_distance = 1.0
distance_fade_enable = false
script = SubResource( 1 )
_sections_unfolded = [ "UV1" ]
@@ -84,7 +90,7 @@ func e():
extents = Vector3( 1, 1, 0.01 )
script = SubResource( 5 )
[sub_resource type="Animation" id=8]
[sub_resource type="Animation" id=7]
resource_name = "Move_camera"
length = 6.0
@@ -102,13 +108,13 @@ tracks/0/keys = {
"values": [ Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ), Transform( 0.962984, 0, -0.269557, 0, 1, 0, 0.269557, 0, 0.962984, -0.462237, 0, 2.41934 ), Transform( 0.806599, 0, -0.591098, 0, 1, 0, 0.591098, 0, 0.806599, -1.59502, 0, 2.05358 ), Transform( 0.994592, 0, 0.103856, 0, 1, 0, -0.103856, 0, 0.994592, 0.465682, 0, 1.78523 ) ]
}
[sub_resource type="PlaneMesh" id=9]
[sub_resource type="PlaneMesh" id=8]
size = Vector2( 2, 2 )
subdivide_width = 0
subdivide_depth = 0
[sub_resource type="GDScript" id=10]
[sub_resource type="GDScript" id=9]
script/source = "tool
extends Object
@@ -116,7 +122,7 @@ func e():
return 0
"
[sub_resource type="GDScript" id=11]
[sub_resource type="GDScript" id=10]
script/source = "tool
extends Object
@@ -124,7 +130,7 @@ func e():
return 90
"
[sub_resource type="GDScript" id=12]
[sub_resource type="GDScript" id=11]
script/source = "tool
extends Object
@@ -132,20 +138,22 @@ func e():
return 0
"
[sub_resource type="CubeMesh" id=13]
[sub_resource type="CubeMesh" id=12]
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=14]
[sub_resource type="SpatialMaterial" id=13]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_on_top = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
@@ -173,6 +181,7 @@ anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
@@ -183,9 +192,12 @@ uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Albedo" ]
[sub_resource type="GDScript" id=15]
[sub_resource type="GDScript" id=14]
script/source = "tool
extends Object
@@ -211,12 +223,13 @@ disable_3d = false
usage = 0
debug_draw = 0
render_target_v_flip = true
render_target_clear_on_new_frame = true
render_target_clear_mode = 0
render_target_update_mode = 2
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
gui_snap_controls_to_pixels = true
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2
@@ -361,7 +374,6 @@ layers = 1
material_override = SubResource( 2 )
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
@@ -407,7 +419,7 @@ shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.15
shadow_contact = 0.0
shadow_max_distance = 0.0
shadow_reverse_cull_face = false
editor_only = false
omni_range = 10.0
omni_attenuation = 1.0
@@ -420,7 +432,7 @@ _sections_unfolded = [ "Light", "Omni", "Shadow" ]
playback_process_mode = 1
playback_default_blend_time = 0.0
root_node = NodePath("..")
anims/Move_camera = SubResource( 8 )
anims/Move_camera = SubResource( 7 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
@@ -437,16 +449,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 9 )
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 10 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform" ]
[node name="Wall2" type="MeshInstance" parent="3D_background"]
@@ -456,16 +467,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 9 )
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 10 )
script = SubResource( 9 )
_sections_unfolded = [ "Transform" ]
[node name="Wall3" type="MeshInstance" parent="3D_background"]
@@ -475,16 +485,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 9 )
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 11 )
script = SubResource( 10 )
_sections_unfolded = [ "Transform" ]
[node name="Floor" type="MeshInstance" parent="3D_background"]
@@ -494,16 +503,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 9 )
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 12 )
script = SubResource( 11 )
_sections_unfolded = [ "Transform" ]
[node name="Floor2" type="MeshInstance" parent="3D_background"]
@@ -513,16 +521,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 9 )
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
script = SubResource( 12 )
script = SubResource( 11 )
_sections_unfolded = [ "Transform" ]
[node name="Cube" type="MeshInstance" parent="3D_background"]
@@ -532,16 +539,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 13 )
mesh = SubResource( 12 )
skeleton = NodePath("..")
material/0 = SubResource( 14 )
script = SubResource( 15 )
material/0 = SubResource( 13 )
script = SubResource( 14 )
_sections_unfolded = [ "Transform" ]
[node name="Cube2" type="MeshInstance" parent="3D_background"]
@@ -551,16 +557,15 @@ layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 13 )
mesh = SubResource( 12 )
skeleton = NodePath("..")
material/0 = SubResource( 14 )
script = SubResource( 15 )
material/0 = SubResource( 13 )
script = SubResource( 14 )
_sections_unfolded = [ "Transform" ]

View File

@@ -33,7 +33,7 @@ func e():
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0

View File

@@ -8,68 +8,69 @@ var viewport = null
func _input(event):
#Check if the event is a non-mouse event
var is_mouse_event = false
var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]
for mouse_event in mouse_events:
if (event is mouse_event):
is_mouse_event = true
break
#Check if the event is a non-mouse event
var is_mouse_event = false
var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]
for mouse_event in mouse_events:
if (event is mouse_event):
is_mouse_event = true
break
# If it is, then pass the event to the viewport
if (is_mouse_event == false):
viewport.input(event)
# If it is, then pass the event to the viewport
if (is_mouse_event == false):
viewport.input(event)
# Mouse events for Area
func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx):
# Use click pos (click in 3d space, convert to area space)
var pos = get_node("Area").get_global_transform().affine_inverse()
# the click pos is not zero, then use it to convert from 3D space to area space
if (click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0):
pos *= click_pos
last_click_pos = click_pos
else:
# Otherwise, we have a motion event and need to use our last click pos
# and move it according to the relative position of the event.
# NOTE: this is not an exact 1-1 conversion, but it's pretty close
pos *= last_click_pos
if (event is InputEventMouseMotion or event is InputEventScreenDrag):
pos.x += event.relative.x / viewport.size.x
pos.y += event.relative.y / viewport.size.y
last_click_pos = pos
# Use click pos (click in 3d space, convert to area space)
var pos = get_node("Area").get_global_transform().affine_inverse()
# the click pos is not zero, then use it to convert from 3D space to area space
if (click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0):
pos *= click_pos
last_click_pos = click_pos
else:
# Otherwise, we have a motion event and need to use our last click pos
# and move it according to the relative position of the event.
# NOTE: this is not an exact 1-1 conversion, but it's pretty close
pos *= last_click_pos
if (event is InputEventMouseMotion or event is InputEventScreenDrag):
pos.x += event.relative.x / viewport.size.x
pos.y += event.relative.y / viewport.size.y
last_click_pos = pos
# Convert to 2D
pos = Vector2(pos.x, pos.y)
# Convert to 2D
pos = Vector2(pos.x, pos.y)
# Convert to viewport coordinate system
# Convert pos to a range from (0 - 1)
pos.y *= -1
pos += Vector2(1, 1)
pos = pos / 2
# Convert to viewport coordinate system
# Convert pos to a range from (0 - 1)
pos.y *= -1
pos += Vector2(1, 1)
pos = pos / 2
# Convert pos to be in range of the viewport
pos.x *= viewport.size.x
pos.y *= viewport.size.y
# Set the position in event
event.position = pos
event.global_position = pos
if (prev_pos == null):
prev_pos = pos
if (event is InputEventMouseMotion):
event.relative = pos - prev_pos
prev_pos = pos
# Send the event to the viewport
viewport.input(event)
# Convert pos to be in range of the viewport
pos.x *= viewport.size.x
pos.y *= viewport.size.y
# Set the position in event
event.position = pos
event.global_position = pos
if (prev_pos == null):
prev_pos = pos
if (event is InputEventMouseMotion):
event.relative = pos - prev_pos
prev_pos = pos
# Send the event to the viewport
viewport.input(event)
func _ready():
viewport = get_node("Viewport")
get_node("Area").connect("input_event", self, "_on_area_input_event")
viewport = get_node("Viewport")
get_node("Area").connect("input_event", self, "_on_area_input_event")
# Set the quad's albedo texture to the viewport texture
var tex = viewport.get_texture()
get_node("Area/Quad").material_override.albedo_texture = tex
# Set the quad's albedo texture to the viewport texture
var tex = viewport.get_texture()
get_node("Area/Quad").material_override.albedo_texture = tex
set_process_input(true)
set_process_input(true)

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -14,6 +14,10 @@ config/name="gui in 3d"
run/main_scene="res://Gui_in_3D.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@@ -13,6 +13,10 @@ config_version=3
config/name="screen capture"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[rendering]
environment/default_environment="res://default_env.tres"

View File

@@ -3,20 +3,24 @@ extends Control
func _ready():
get_node("Button").connect("pressed", self, "_on_button_pressed");
get_node("Button").connect("pressed", self, "_on_button_pressed");
func _on_button_pressed():
get_viewport().set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the screen was captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
# Retrieve the captured image
var img = get_viewport().get_texture().get_data()
# Flip it on the y-axis (because it's flipped)
img.flip_y()
# Create a texture for it
var tex = ImageTexture.new()
tex.create_from_image(img)
# Set it to the capture node
get_node("capture").set_texture(tex)
get_viewport().set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
# Let two frames pass to make sure the screen was captured
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
# Retrieve the captured image
var img = get_viewport().get_texture().get_data()
# Flip it on the y-axis (because it's flipped)
img.flip_y()
# Create a texture for it
var tex = ImageTexture.new()
tex.create_from_image(img)
# Set it to the capture node
get_node("capture").set_texture(tex)